FE11 ranged sword animation

  • Hacking method: Nightmare and hex editing

  • Base Game: Shadow Dragon

  • Steps to reproduce:
    Adding a new 1-2 range sword. I’m replacing an existing weapon, not adding new items.
    When using a sword that isn’t the Levin Sword at 2 range, the unit raises their sword as per the Levin sword animation, but there’s no particle effect, hit sound, and the enemy HP bar doesn’t reduce until after the battle animation ends.
    Copies over some data from the Levin sword
    The 0x400 in the third “unknown” field in Nightmare makes the attack magic (scales of magic, hits res), so reverted that.
    The other 0xF88100 causes the game to crash when trying to play the ranged attack animation.
    I also tried animation pointers for a couple other spells (Arrowspate and Excalibur), which also produced crashes.
    No issues with melee attacks.

So, my question is how can I get a 2-range sword to have some hit animation?

It’d be ideal if I could blage something together that looks vaguely like a thrown attack (which is why I tried Arrowspate and Excalibur), even though the character animation will still be the vertical thrust, but I mostly just want to get a hit effect and have the HP bar deplete in combat, rather than just doing nothing until the combat scene ends. Either the Javelin or Handaxe projectile animation would probably look okay if anyone knows how I can graft those onto swords.